-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ HLAC,
/* function */ W_HLAC,
#ifdef SVQC
HLAC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_hlac() { weapon_defaultspawnfunc(WEP_HLAC); }
+void spawnfunc_weapon_hlac(void) { weapon_defaultspawnfunc(WEP_HLAC.m_id); }
-void W_HLAC_Touch (void)
+void W_HLAC_Touch(void)
{
float isprimary;
PROJECTILE_TOUCH;
self.event_damage = func_null;
-
+
isprimary = !(self.projectiledeathtype & HITTYPE_SECONDARY);
-
+
RadiusDamage(self, self.realowner, WEP_CVAR_BOTH(hlac, isprimary, damage), WEP_CVAR_BOTH(hlac, isprimary, edgedamage), WEP_CVAR_BOTH(hlac, isprimary, radius), world, world, WEP_CVAR_BOTH(hlac, isprimary, force), self.projectiledeathtype, other);
- remove (self);
+ remove(self);
}
-void W_HLAC_Attack (void)
+void W_HLAC_Attack(void)
{
entity missile;
float spread;
if(self.crouch)
spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
+ W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- if (!autocvar_g_norecoil)
+ if(!autocvar_g_norecoil)
{
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
+ self.punchangle_x = random() - 0.5;
+ self.punchangle_y = random() - 0.5;
}
- missile = spawn ();
+ missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "hlacbolt";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_PRI(hlac, damage);
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
- setorigin (missile, w_shotorg);
+ setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
W_SetupProjVelocity_Basic(missile, WEP_CVAR_PRI(hlac, speed), spread);
- //missile.angles = vectoangles (missile.velocity); // csqc
+ //missile.angles = vectoangles(missile.velocity); // csqc
missile.touch = W_HLAC_Touch;
missile.think = SUB_Remove;
missile.nextthink = time + WEP_CVAR_PRI(hlac, lifetime);
missile.flags = FL_PROJECTILE;
- missile.projectiledeathtype = WEP_HLAC;
+ missile.projectiledeathtype = WEP_HLAC.m_id;
- CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
+ CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
-void W_HLAC_Attack2()
+void W_HLAC_Attack2(void)
{
entity missile;
float spread;
if(self.crouch)
spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
+ W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
- missile = spawn ();
+ missile = spawn();
missile.owner = missile.realowner = self;
missile.classname = "hlacbolt";
- missile.bot_dodge = TRUE;
+ missile.bot_dodge = true;
missile.bot_dodgerating = WEP_CVAR_SEC(hlac, damage);
missile.movetype = MOVETYPE_FLY;
PROJECTILE_MAKETRIGGER(missile);
- setorigin (missile, w_shotorg);
+ setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
W_SetupProjVelocity_Basic(missile, WEP_CVAR_SEC(hlac, speed), spread);
- //missile.angles = vectoangles (missile.velocity); // csqc
+ //missile.angles = vectoangles(missile.velocity); // csqc
missile.touch = W_HLAC_Touch;
missile.think = SUB_Remove;
missile.nextthink = time + WEP_CVAR_SEC(hlac, lifetime);
missile.flags = FL_PROJECTILE;
- missile.missile_flags = MIF_SPLASH;
- missile.projectiledeathtype = WEP_HLAC | HITTYPE_SECONDARY;
+ missile.missile_flags = MIF_SPLASH;
+ missile.projectiledeathtype = WEP_HLAC.m_id | HITTYPE_SECONDARY;
- CSQCProjectile(missile, TRUE, PROJECTILE_HLAC, TRUE);
+ CSQCProjectile(missile, true, PROJECTILE_HLAC, true);
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
// weapon frames
-void W_HLAC_Attack_Frame()
+void W_HLAC_Attack_Frame(void)
{
if(self.weapon != self.switchweapon) // abort immediately if switching
{
return;
}
- if (self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
+ if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(self, w_getbestweapon(self));
}
}
-void W_HLAC_Attack2_Frame()
+void W_HLAC_Attack2_Frame(void)
{
float i;
for(i=WEP_CVAR_SEC(hlac, shots);i>0;--i)
W_HLAC_Attack2();
- if (!autocvar_g_norecoil)
+ if(!autocvar_g_norecoil)
{
- self.punchangle_x = random () - 0.5;
- self.punchangle_y = random () - 0.5;
+ self.punchangle_x = random() - 0.5;
+ self.punchangle_y = random() - 0.5;
}
}
-float W_HLAC(float req)
+bool W_HLAC(int req)
{
float ammo_amount;
switch(req)
{
case WR_AIM:
{
- self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), FALSE);
- return TRUE;
+ self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(hlac, speed), 0, WEP_CVAR_PRI(hlac, lifetime), false);
+ return true;
}
case WR_THINK:
{
if(autocvar_g_balance_hlac_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo))) // forced reload
WEP_ACTION(self.weapon, WR_RELOAD);
- else if (self.BUTTON_ATCK)
+ else if(self.BUTTON_ATCK)
{
- if (weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
+ if(weapon_prepareattack(0, WEP_CVAR_PRI(hlac, refire)))
{
self.misc_bulletcounter = 0;
W_HLAC_Attack();
}
}
- else if (self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
+ else if(self.BUTTON_ATCK2 && WEP_CVAR(hlac, secondary))
{
- if (weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
+ if(weapon_prepareattack(1, WEP_CVAR_SEC(hlac, refire)))
{
W_HLAC_Attack2_Frame();
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hlac, animtime), w_ready);
}
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
- precache_model ("models/weapons/g_hlac.md3");
- precache_model ("models/weapons/v_hlac.md3");
- precache_model ("models/weapons/h_hlac.iqm");
- precache_sound ("weapons/lasergun_fire.wav");
- HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ precache_model("models/weapons/g_hlac.md3");
+ precache_model("models/weapons/v_hlac.md3");
+ precache_model("models/weapons/h_hlac.iqm");
+ precache_sound("weapons/lasergun_fire.wav");
+ HLAC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_CHECKAMMO1:
{
ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_PRI(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_PRI(hlac, ammo);
+ ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_PRI(hlac, ammo);
return ammo_amount;
}
case WR_CHECKAMMO2:
{
ammo_amount = self.WEP_AMMO(HLAC) >= WEP_CVAR_SEC(hlac, ammo);
- ammo_amount += self.(weapon_load[WEP_HLAC]) >= WEP_CVAR_SEC(hlac, ammo);
+ ammo_amount += self.(weapon_load[WEP_HLAC.m_id]) >= WEP_CVAR_SEC(hlac, ammo);
return ammo_amount;
}
case WR_CONFIG:
{
- HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ HLAC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RELOAD:
{
W_Reload(min(WEP_CVAR_PRI(hlac, ammo), WEP_CVAR_SEC(hlac, ammo)), "weapons/reload.wav");
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_HLAC_MURDER;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
-float W_HLAC(float req)
+bool W_HLAC(int req)
{
switch(req)
{
pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent)
sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/laserimpact.wav");
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif